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About Voyla Sloboda"I never get tired of looking at the stars.
Why get involved in defeating the machinations of the Whispering Way?
Voyla Sloboda
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Inquisitor Spell-Like Abilities
Inquisitor Spells Known (CL 7th; Concentration +10)
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Kerzan's Cat's Grace Infusion =================================================
Bane (Su) An inquisitor can imbue one of her weapons with the undead-bane weapon special ability as a swift action. This ability lasts for 10 rounds per day. These rounds do not need to be consecutive. Bonus Feat Humans select one extra feat at 1st level. Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Determination (Ex) You are a person of few words on the battlefield, but those words hold great power and authority. You can use this ability to create one of the following effects 3/day. Each is a free action to use. Aggression: You may reroll an attack roll that you just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. Defense: When you would be hit by a melee or ranged attack, as an immediate action you may add a +4 insight bonus to your Armor Class against that attack, and if this makes your AC higher than the opponent's attack roll, the attack misses. Warning: When your ally within line of sight would be hit by a melee or ranged attack, you may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear you and must not be helpless for this ability to have any effect. Whenever you could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), you can instead choose to increase your number of uses per day of this ability by one. Discern Lies (Sp) An inquisitor can discern lies, as per the spell, for 7 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action. Domain Freedom Humanoid Traits (Ex) Humanoids breathe, eat, and sleep. Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +3 sacred bonus on all weapon damage rolls. Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 3. This causes the inquisitor to heal 3 point of damage each round as long as the inquisitor is alive and the judgment lasts. Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +2 sacred bonus on all attack rolls. Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +3 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +2 sacred bonus to Armor Class. Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +2 sacred bonus on all saving throws. Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 2/magic. Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 6 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. The inquisitor's weapons also count as silver for the purpose of bypassing damage reduction. Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 3 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. Liberation (Su) You have the ability to ignore impediments to your mobility. For 7 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by Freedom of Movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive. Making Good on Promises At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. Assuming the old man had either forgotten about you or died, you eventually assumed you'd never have to follow through on your end of the bargain. When you received word of the professor's death, and that he had named you specifically in his will, your dread of what he could possibly want from you has grown throughout your entire journey to Ravengro. Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects. Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +3 morale bonus on all Intimidate and Sense Motive checks. Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks. |